Tavern Profile: Jaggerbad Skyhouse By Will Doyle Illustration by Adam Paquette Cartography by Jason A. Engle Some whisper of an inn that sails the skies on a dragon’s back. Bound to the mercurial archfey of the Court of Stars, this enchanted skyhouse glides through the planes on an endless, fate-smitten journey. It is said that those who earn the favor of the fey can call upon its services by chanting the dragon’s name, and journey aboard the skyhouse to any destination they please. With patrons alighting from across the planes, a staff of fey-cursed wanderers, and a layout that shifts when you’re not looking, this bewitched inn offers plenty of scope for adventure. For Dungeon Masters wishing TM & © 2012 Wizards of the Coast LLC. All rights reserved. J a n u a r y 2 012 | D U N G E O N 1 9 8 1 Tavern Profile: Jaggerbad Skyhouse to bring some interplanar travel into their games, or introduce the mysterious Feywild and its Court of Stars, Jaggerbad Skyhouse offers a memorable starting point. H istory Hundreds of years ago, in an age long-lost to an unremembered past, Jaggerbad Skyhouse was gifted to the Summer Queen Tiandra by Oren, Lord of the Green Fey. Together they would wing from world to world, witnessing the wonders of each plane, or daring to gaze into the weird night that lay between. But the affections of the fey world shift like sand, and in time Tiandra turned her back on Oren. Wearied by her games, the Green Lord bequeathed the skyhouse to Fly, the most favored of his servants, and told him to do with it as he pleased. In the centuries since, Fly has used the skyhouse to ferry visitors to and from his master’s court. Its bridal chambers have become suites for visiting fey barons, its dining hall a bar for otherworldly envoys. Visitors from the mortal world are also common. Delighted by their simple affairs, Fly uses his magic to meddle in their lives. When chance would have it, the wily fey and his mysterious skyhouse appear from nowhere, whisking unsuspecting mortals on a journey across the planes. Some return as rich men or heroes. Others are lost forever. I nn L ayout The inn’s thatched hall is strapped to the back of a colossal iron dragon. The entire structure straddles a mechanized saddle of timber and cloth, which operates like a concertina during flight to maintain stability. Collapsible sails are strung by rope and rigging to the dragon’s flanks, and manned by a somber crew of wooden sailors. A jumble of staircases, gantries, and bridges allow the crew to move about its back whilst airborne. The Common Room: Passengers are ushered inside here after being hoisted aboard on baskets. Dusky flames burn from shuttered lanterns and faeries flit through the smoke-scented air. The walls are carved mahogany, with darkened conference chambers lurking behind silken drapes. This is no bawdy tavern: the skyhouse plays host to powerful beings from across the planes, and its ambience is one of sphinx-like mystery. Arched windows gaze out over whichever plane the dragon currently journeys through. Those who step inside might be startled to see that it is larger within than it seemed without, but this is just a trick of the eye. In fact, a powerful spell has been cast over the inn that shrinks its visitors down to a smaller size. Staff Quarters: These are off-limits to passengers and hidden away behind a magically sealed door. The innkeeper changes his password every day, sometimes every hour, so even his own staff might suddenly find themselves locked out. The chambers beyond include the innkeeper’s own opulent quarters, the kitchens, and most important of all, a private balcony used for speaking to the dragon during flight. Passenger Deck: Double staircases sweep from the common room to a minstrel’s gallery, where cloaked archways lead to a network of sleeping chambers. The corridors up here have a habit of shifting about when no one’s looking, tricking patrons into getting lost or entering into the wrong rooms. Hidden passageways can be found behind picture frames, and wizard-locked doors may open of their own accord, enticing passengers into long-lost chambers— or even into other planes. I nn Staff The cooks, scullery maids, and bar staff are all mortals who have wittingly or unwittingly entered into one of Fly’s bargains. Once bound, they are magically compelled to stay until the mysterious terms of their deal have been met. Fly treats each guest differently: romancing some, pointedly ignoring others, and in some instances showing them the full extent of his ire. His staff roster is constantly changing, as the terms of his bargains are as unpredictable as the innkeeper himself. Adventurers might be served by an innocent girl on one journey, only to find her replaced by a cruel-hearted drow mercenary on the way back. Fly the Innkeeper: Lord Oren’s emissary is known to mortals by many names. To some he is William Finesort, an ambrosial spirit who brings unlikely lovers together, or the Green Knave, who sours milk and leads travelers astray in the marshes. To others he is the Hob Knocker, a villain who swaps mortal babies for changelings and tattles secrets he has overheard. Fly commonly appears as a handsome young halfelf, although certain of his features seem older than they should. As changeable as quicksilver, he can be joking one moment and deeply melancholic the next. Only in business does he conform to any consistent personality, where he comes across as cheerily tenacious and whip-crack smart. Fly is fiercely loyal to Oren, whom he admires and fears in equal measure. His master’s personal guests are always afforded the wildest luxuries and treated first above all others. But in spite of these loyalties, Fly harbors greater affection for Queen Tiandra. Unbeknownst to its true master, the skyhouse regularly berths at the sylvan groves of Senaliesse, where Fly fattens his mistress’s love of the Mortal World with tales of his wayward servants. J a n u a r y 2 012 | D U N G E O N 1 9 8 2 Tavern Profile: Jaggerbad Skyhouse Fly the Innkeeper Level 19 Controller (Leader) Medium fey humanoid HP 178; Bloodied 89 AC 33, Fortitude 30, Reflex 32, Will 31 Speed 6, teleport 6 Traits XP 2,400 Initiative +13 Perception +11 Low-light vision O Swarm of Faeries F Aura 2 Enemies in the aura grant combat advantage to Fly’s allies and cannot teleport. Standard Actions m Lute Smash (weapon) F At-Will Attack: Melee 1 (one creature); +24 vs. AC Hit: 4d6 + 13 damage, and the target falls prone. C Befuddle (charm) F At-Will Attack: Close blast 3 (enemies in the blast); +22 vs. Will Hit: As a free action, the target makes a basic attack against a target of Fly’s choice. R Harmless Form (polymorph) F Recharge when the power misses or a target saves against it Attack: Ranged 5 (one creature); +22 vs. Fortitude Hit: 2d6 + 16 damage, and the target transforms into a small animal until the end of its next turn. While transformed, the target can take only move actions. Aftereffect: The target is dazed (save ends). Skills Arcana +21, Nature +16, Thievery +18 Str 15 (+11) Dex 19 (+13) Wis 15 (+11) Con 18 (+13) Int 24 (+16) Cha 22 (+15) Alignment unaligned Languages Common, Elven Equipment lute Jaggerbad: The iron dragon is bound to Lord Oren and lives by one tenet: the clock. He never stops until he reaches his destination, always leaves on the dot, and never deviates from his course. He pays little heed to events inside the inn unless such discountenance would jeopardize his timetable. Jaggerbad treats Fly with an air of professional detachment but never questions his orders. To navigate the planes, he unfurls a vast scroll, upon which all of his appointments appear by magic alongside detailed maps and directions. It is said that those who call upon the skyhouse appear on the dragon’s schedule well before they even think to do so. Jaggerbad’s story is the subject of much speculation. Some say he once waged war on Ishimriel, an eladrin city that danced between the planes. By day, it lay in the mortal world, but by night it would worldfall back to the Feywild, allowing its defenders to muster reinforcements. To beat them, Jaggerbad made a pact with the archfey: the power to shift between the planes, on the condition he swore fealty to Oren each morning. In time, the dragon arrived late for his appointment, and the Green Lord demanded that he spend a thousand years in servitude, each day carrying the burden of Oren’s skyhouse between the planes. If he were ever late again, proud Oren would add another hundred years to his sentence. Whatever’s the truth, Jaggerbad has served his time faithfully. Perhaps his tempers have mellowed over the decades, but he still dreams of his hoard, and maybe even lays patient plans against those who defied him so long ago. The Wooden Sailors: These automata were crafted long ago by the Summer Queen. Despite being possessed of simple cunning and some small degree of independent thought, their duties extend to little more than manning the sails. At a pinch, Fly can command them to take up arms against quarrelsome guests, but this is rarely called for. Wooden Sailor Level 16 Skirmisher Medium natural animate (construct) XP 1,400 HP 150; Bloodied 75 Initiative +17 AC 30, Fortitude 28, Reflex 30, Will 26 Perception +10 Speed 6 Darkvision Immune charm, disease, poison; Vulnerable 10 fire Standard Actions m Slam F At-Will Attack: Melee 1 (one creature); +21 vs. AC Hit: 3d6 + 13 damage. Triggered Actions Crafty F At-Will Trigger: The sailor starts its turn adjacent to an enemy. Effect (Free Action): The sailor shifts up to half its speed. Dodge F At-Will Trigger: An enemy granting combat advantage to the sailor hits the sailor with an attack. Effect (Immediate Interrupt): The sailor gains a +5 bonus to the defense the attack targets. If the attack misses, the sailor can shift 1 square as a free action. Str 18 (+12) Dex 24 (+15) Wis 15 (+10) Con 14 (+10) Int 7 (+6) Cha 4 (+5) Alignment unaligned Languages — Patrons The skyhouse has no regulars. Its patrons are guests to Oren’s Court, or chance-met travelers who’ve been gifted passage by the whimsical fey. Otherworldly guests are typically the most forthcoming, seeing the journey as an opportunity for interplanar trade or to unravel the mysteries of different worlds. Mortals tend to be more wary of their surroundings, or even think them a dream. Others are more villainous and look upon the skyhouse as the perfect setting for a robbery or a discreet assassination. To find out who’s here when your players visit, roll twice on the following tables: first to determine the type of patron, and then to determine why he, she, or it is traveling. J a n u a r y 2 012 | D U N G E O N 1 9 8 3 Tavern Profile: Jaggerbad Skyhouse d10Patron 1 Veiled princess and her retinue 2 Tattooed devil hunter 3 Planar explorer and his cartographer 4 Turbaned, gold-painted dwarf 5 Winter fey at a frost-rimed table 6 Mind flayer pirate 7 Salamander warlord and bodyguards 8 Runaway angel 9 Pair of eloping lovers 10 Gnome illusionist riding a beholder d10 Reason for Travel 1 Escorting a prisoner 2 Seeking an audience with the gods 3 Searching for a lost friend 4Playing Three-Dragon Ante 5 Transporting a casket of souls 6 Meeting an exarch of Bane 7 Getting married at Oren’s Court 8 Seeking the Plane of Dreams 9 Trying to break a curse 10 Carrying a king’s body to Celestia I ntroducing the Skyhouse Most passengers summon the skyhouse by chanting the dragon’s name. Only those who please the faeries of Oren’s Court are taught how, and in keeping with their capricious nature, the knowledge might be imparted for all manner of deeds. A powerful sultan might free one of Oren’s courtiers from captivity, only to share his journey with a common farmer who sprung a rabbit from a trap. Try devising an encounter wherein the adventurers perform some favor for the fey, perhaps unwittingly so. Afterward, an emissary from Oren’s Court comes forward and teaches them Jaggerbad’s J a n u a r y 2 012 | D U N G E O N 1 9 8 4 Tavern Profile: Jaggerbad Skyhouse Call. This emissary might be a fey, a talking animal, or an animated object of some kind. Another way to introduce the inn is to have your players stumble across it in the wild. Fly often stops over to take on supplies and gladly welcomes paid custom. Such generosity always comes with a warning: they must be gone before the dragon takes off. To turn this into a memorable adventure, have the magic of the inn work against them: perhaps they are lulled asleep at their table and awaken in a different plane, or get lost in the shifting halls when returning from their rooms. The mischievous innkeeper then demands an outrageous toll for the journey, which can only be paid off by agreeing to one of his faerie bargains. A third option is for Fly to seek them out himself. He might entice them with offers of free passage or the chance to consult rich and powerful patrons. In fact, those who prick their thumbs in agreement are bewitched into his service. This is a great way to assemble a party for an interplanar campaign, with each player taking on different jobs. As the skyhouse whirls between the planes, they’ll encounter strange folk and even stranger mysteries, all the while seeking a way to overcome the terms of their faerie bargains. Fly’s Bargain The innkeeper’s bargains bind his victims into magical servitude. Each toils away on a different duty and needs special permission to leave the skyhouse. Even if they escape, they’ll wake back in their quarters whenever they next fall asleep. Fly’s bargain is like a curse. After each extended rest, a player makes a Streetwise check to determine their character’s progress on the curse track. This represents a day’s work dealing with the patrons and earning the innkeeper’s favor. A character can choose to aid a companion’s check, but doing so means the character automatically fails his or her own check. To end the curse, characters must fulfill the terms of their bargain. This might be as simple as staying onboard the skyhouse for a week or as off-the-wall as bringing the innkeeper a hair plucked from a werewolf ’s eyebrow. Fly’s Bargain Level 19 Curse “By the pricking of my thumb, so our faerie deal is done.” Who would’ ve thought the innkeeper’s deal would be so irksome or deadly! Stage 0: The curse is dormant. Stage 1: The target is disturbed by strange whisperings and weird sightings and takes a –2 penalty to all skill checks. Stage 2: The target is continually harassed by mischievous faeries and must roll twice when making a skill check, always taking the lower result. Stage 3: The target can no longer tell dream from reality. In combat, the target is always dazed. Check: At the end of each extended rest, the target makes a Insight check. 16 or Lower: The stage of the curse increases by one. 17–23: No change. 24 or Higher: The stage of the curse decreases by one (if at stage 0, there is no change). Lifting the Curse: The target fulfills the strange terms of Fly’s bargain. A dventures on the Skyhouse With the wonders of the planes just a wingbeat away, adventure on the skyhouse is never hard to find. Use the hooks below as fodder for your own stories. Hook: Dragon Delay The adventurers are contacted by sages from the ancient eladrin city of Ishimriel. According to their records, Jaggerbad’s millennial term of servitude is coming to an end. They fear that the dragon, once freed, will return to their city and destroy it. To prevent catastrophe, the players must find a way to delay the dragon and thereby trick Lord Oren into extending its sentence. Hook: Daylight Robbery An eladrin trader hires the adventurers to steal information from Jaggerbad’s scroll of appointments. One of his rivals is planning a trip aboard the skyhouse, and the eladrin plans to rob his rival’s stronghold whilst he’s away. The adventurers must find a way to distract the dragon during flight, steal the scroll from its saddlebags, and then find out when the eladrin’s rival is making the journey. About the Author Will Doyle is a video game designer currently working in the United Kingdom. This article completes one of his life’s objectives of having a publication in Dungeon magazine. When they’re not playing D&D, he and his girlfriend keep a blog called Beholder Pie (http://beholderpie.blogspot.com/). Developer Chris Sims Managing Editor Christopher Perkins Producers Greg Bilsland, Christopher Perkins, Stan! Digital Studio Consultant Dan Helmick Art Directors Kate Irwin, Jon Schindehette Illustrator Adam Paquette Cartographer Jason A. Engle Graphic Production Angie Lokotz J a n u a r y 2 012 | D U N G E O N 1 9 8 5
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